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System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Main.GBT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
I had a group of 12 traders arrive just after I installed this mod, the co-op traits mod, and the patch loaded before those two. I have had your other gone mental trait mod for a while too; it is now also after the patch in mod order. I dev-deleted a few of those 12 pawns with traits from the 2 newest trait mods and the error stopped after deleting the pawn with the Dreamer trait.
Also, not a bug but a balance / personal preference thing - I have a mod increasing the number of max pawn traits to 5, and 11 of those 12 traders had at least one trait from your 3 mods... about half had 2 traits from your mods. I've noticed gone mental traits showing up a lot too, previously. The commonality seems a bit high to me? I have 3, I think, other mods that add lots of traits, and they don't seem to show up nearly as often. Maybe those trait mods have a lower chance to appear, or your traits are set with a high chance to appear? Maybe I'm just noticing yours more because they're new? Well, in any case, I feel the balance might need to be adjusted change the commonality of (some of?) your traits, but that's just my opinion.
Thanks!
XML RimWorld.ThoughtDef defines the same field twice: nullifyingTraits.
I think ideally some traits should have different commonalities but that's obviously a lot more effort and even more subjective. Did you already change the commonality in the patch? I've only had one group of traders, of 9 people, since the update, so small sample size, and only 3 of them have your traits, and 1/3 feels a lot better than before. I'm guessing 0.75 is probably a good baseline? I can't really offer any good advice yet on which traits might be good for different commonalities, I just don't have enough experience with the traits yet.
I really love the idea, though, of having traits like this effect other colonists, and giving additional variable mood and health bonuses and maluses, it's so cool! A bit confusing sometimes with the complicated traits, but still fun! Or not fun - I had an almost terrible experience with a guest (Hospitality mod) with the "Gibbering" trait, haha - that might be a good candidate for lower commonality come to think of it
System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Main.GBT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
However, it might be a mod conflict? - the pawn had the "Glutton" trait from <KV> - Consolidated Traits that ADDED +25% eating speed. If this is the case, I imagine it might be difficult to... something like have the patch dynamically check for conflicting modifiers, and I won't ask for a compatibility patch, because that would quickly become much work and isn't really your responsibility. It's mostly for your benefit that I'm reporting the bug, whether it's fixable or in your purview is up to you. Just trying to be helpful - I even used the right formatting this time, I think!
(edit: formatting... haha)
The Gone Mental traits that change mental breaks are pretty game changing and my sense is that they should be less common. There's a mix of traits that limit breaks to a single type, which can be good or bad, and then traits that are more like gourmand or chemical x, that offer an additional type of chance for mental break, right? - those types of traits always seem to be something to avoid, so I'd like to see them less often... but that's influenced by my playstyle.
Morbid is pretty good/strong, Restless and Shut-in aren't much worse, and Benevolent is yet more only a little worse, or situationally a lot worse. Frangofilia is pretty scary, Spiteful is pretty awful, and I'd probably never take a Misotherist - those three feel like the best candidates for lower commonality, but they're more reasonably balanced if the player is looking for drama.
Cooperative traits are pretty well balanced. Creative Planner, Melee Commander, and Play leader are all really strong, and even though they have good balances against them I might pick those as low commonality, maybe along with gibbering, which is punishing, but your comment raiders having it makes me see it in a better light.
Guardian, Task Master, Caregiver, and maybe Teacher are a little less powerful, but still pretty good and without huge counters, so they feel fair being a bit less common as well, along with Spastic Fool, especially because its aura sounds a lot worse for your pawns that it would be for enemies... but I guess if a raider has it, rather than one of your panws, it makes it a lot more interesting and maybe the commonality could still be higher. I'm not used to considering what traits an enemy has unless they're tough or a wimp (or mod traits like magic users,) and that your mod makes me think more about that is really cool. I'd single out Research Assistant as maybe the least interesting trait, as I can only imagine it being useful in something like a naked brutality start when you have 2 pawns but still only 1 room they spend all their time in... but it's pretty good for that. Sterilizer is also... hmm. Unless it's on your doctor, there's no real downside. The special is useful for any pawn, and the activated effect is really strong (but not really stronger than the several mods I use that add medic stuff) so, I dunno, just also stuck out to me.
Joys seem the most balanced, maybe? I don't immediately see much here that should be more or less common. It's especially hard to judge these as written because, in practice, I have almost no idea which joys my pawns perform how often. While you can't control this in your mod, I have some concern that it won't play nice with mods that add extra joy sources - like Couch Potato becomes stronger because the pawn won't be limited in unique joy sources (but it's not very strong anyway) and Battle Thrill becomes less appealing because the pawn can only EatChocolate and misses out on added food joy sources, if I'm reading that right. Homebody and Explorer are interesting and pretty strong so maybe lower chance there; Explorer seems worse just because wander at map edge can be dangerous, but it's also a really clever idea. Socialite is pretty strong, as is Aquaphile's and Snow Bunny's accuracy buff.
So, that's a whole damn bunch of text, hopefully you find at least some of it marginally useful!
I've noticed more bugs, and I bet I have my mod order mixed up somehow, I'll have to check. All my pawns engage in all unique joys, as I can tell. Raids tend to absolutely spam me with red messages just saying something odd happened like in the Foodie example. I can't pinpoint anything except maayyybbe the Explorer trait on a raider, my thoughts being raiders don't have a home? But I have a shut-in prisoner and it seems to know it's not at home. Idk. I also noticed one fleeing raid move inexplicably slowly, also popping backwards a cell every few steps. They all had the Damsel in Danger (?) status. That's the only functional issue I've actually noticed with anything in the mod, beyond just a debug error.
One other error I've noticed is with my new Teacher pawn, I get generic errors whenever they're nearby a robot from Misc Robots++ - my guess is the robot isn't coded to have learning speed or something, so it might be more of a problem on their end rather than something you would fix. Doesn't impact gameplay.
Otherwise things are looking good :) I've even got several prisoners with these new traits. and they all seem to playing nicely without errors.
{
bool tryThisHediff = HediffGiverUtility.TryApply(possibleFacPawn, GBKT_DefinitionTypes.GBKT_DefinitionTypes_Hediff.GBKT_DamselInTrouble, GBKT_BodyPartDef);
}
if (GBKT_TraitDef == GBKT_DefinitionTypes.GBKT_DefinitionTypes_Traits.GBKT_Damsel)
{
string PawnsCurrentJob = "Null";
if (possibleFacPawn.CurJobDef != null)
{
PawnsCurrentJob = possibleFacPawn.CurJobDef.ToString();
}
if (PawnsCurrentJob == "TendPatient" && possibleFacPawn.CurJob.targetA == pawn)
{
bool tryThisHediff = HediffGiverUtility.TryApply(possibleFacPawn, GBKT_DefinitionTypes.GBKT_DefinitionTypes_Hediff.GBKT_DamselBeingTended, GBKT_BodyPartDef);
}
}
}